As a rule, I don't do direct insertion. I prefere main bus/rail world. And I try to limit bots to keep them to upgrades and cleanup. Logistic bots are useful to back feed during upgrades and with the crafting combinator mod. Then you are choosing to limit your choices, which is off course your righ...

I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). This is mainly for logistic reasons: With the other science packs, I can put in a few blue belts, perhaps some of them shared ...

I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). This is mainly for logistic reasons: With the other science packs, I can put in a few blue belts, perhaps some of them shared ...

Hi gmxy Well, I have a good news: I can reproduce it (So it does come from my mod). I have a bad news too: I have no idea why! I think this is a problem with the game itself. I will send a notice to the developers. Until then, I can do nothing, sorry! Niko Have you heard back from the Devs? I notic...

Hi gmxy Well, I have a good news: I can reproduce it (So it does come from my mod). I have a bad news too: I have no idea why! I think this is a problem with the game itself. I will send a notice to the developers. Until then, I can do nothing, sorry! Niko Well, it's a start! Looking forward to see...

I have a strange bug for you. When I load a game, all circuit connections to the rail pole are lost. I don't know if there is a mod conflict, I use 20+ mods. this brakes all functionality for me. Save game attached. final2018.zip Dropbox version: https://www.dropbox.com/s/6v7gpvlnwkge7be/final2018.z...

You are also assuming everyone know what the colours mean (or can even distinguish them) What does red ream? Is is missing, or is the dependency too old / wrong version. What about orange? Use of colour is fine but you gotta add a bit more. Say what is wrong. There are also tooltips on the dependen...

When using filter inserters, the way it chooses what to filter is not helpfull. It is basing itself on the object's order in the screen instead of the highest number. Example as per image below, Iron is to the left of Copper and thus will always choose Iron. I assume it's because iron has a lower id...

I would like to offer a suggestion on balance. I think that it would be much better if the blueprint upgrades would be as follows; Lv1: Default (10 minutes?) Lv2: 2x (20 minutes?) Lv3: 3x (60 minutes?) Lv4: 4x (4 hours?) Lv5: 6x (24 hours?) With this, you get a full 24 hours at level 5, which is "e...

I had to fix data-updates.lua to look like this (to get it to work with Natural Evolution): require "config" function add_peak(ent, peak) if ent and ent.autoplace then ent.autoplace.peaks[#ent.autoplace.peaks+1] = peak end end for resource_name, resource in pairs(data.raw.resource) do -- do not spa...

Like this mod. And I want to share with you an idea: If Factorio supports cyclic recipes, how about we have something like this: 4 Alien Artifact + 8 Red SP + 4 Green SP + 2 Blue SP => 5 Alien Artifact? This will make it similar to some sort of breeder reactor, which can slowly increase the Alien A...